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OverviewFelgo 1 Support › Rotation And Linear Velocity Application on Created Entity

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  • #5765




    I am making a basic shooter game where I need to create bullet on mouse click and shoot it. To create the bullets during runtime I’m using



    But when I trigger the rotation and linear impulse (tried with onBeginContact and a function in the entity) nothing happens. When I use the same code on an entity already loaded on the scene it works just fine, but not on the entity created at runtime. Is this a bug or am I doing something wrong here?

    boxCollider.body.rotation = 90;
    entity.rotation = 90;
    var localForwardVector = boxCollider.body.getWorldVector(Qt.point(1500,0));
    boxCollider.body.applyLinearImpulse(localForwardVector, boxCollider.body.getWorldCenter());

    Felgo Team


    did you have a look at the source code of the CarChallenge demo game, in the Demo folder of the FelgoSDK?

    There we are doing something similar. Are you maybe applying the impulse before the component is loaded completely? In our demo we apply the impulse like this:

    // this code is part of Rocket.qml
    Component.onCompleted: {
    function applyForwardImpulse() {
      var localForward = boxCollider.body.getWorldVector(Qt.point(1500,0));
      boxCollider.body.applyLinearImpulse(localForward, boxCollider.body.getWorldCenter());

    Can you maybe post some more code so i can try to recreate your problem?



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